Files
jak-project/game/graphics/texture/TexturePool.cpp
T
water111 7292cb5765 tfrag improvements (#970)
* tfrag improvements

* cleanup

* one last fix

* clang
2021-11-15 20:07:10 -05:00

446 lines
15 KiB
C++

#include <regex>
#include "TexturePool.h"
#include "third-party/fmt/core.h"
#include "third-party/imgui/imgui.h"
#include "common/util/assert.h"
#include "common/util/FileUtil.h"
#include "common/util/Timer.h"
#include "common/log/log.h"
#include "game/graphics/pipelines/opengl.h"
////////////////////////////////
// Extraction of textures
// Note: this is intended to be temporary until we have a better system.
// this simply converts the PS2 format textures loaded by the game, then puts them into the PC
// port texture pool.
// constexpr bool dump_textures_to_file = false;
namespace {
const char empty_string[] = "";
const char* goal_string(u32 ptr, const u8* memory_base) {
if (ptr == 0) {
return empty_string;
}
return (const char*)(memory_base + ptr + 4);
}
} // namespace
std::string GoalTexturePage::print() const {
return fmt::format("Tpage id {} textures {} seg0 {} {} seg1 {} {} seg2 {} {}\n", id, length,
segment[0].size, segment[0].dest, segment[1].size, segment[1].dest,
segment[2].size, segment[2].dest);
}
void TextureRecord::serialize(Serializer& ser) {
if (only_on_gpu) {
assert(on_gpu);
if (ser.is_saving()) {
// we should download the texture and save it.
data.resize(w * h * 4);
glBindTexture(GL_TEXTURE_2D, gpu_texture);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, data.data());
}
}
ser.from_str(&page_name);
ser.from_str(&name);
ser.from_ptr(&mip_level);
ser.from_ptr(&psm);
ser.from_ptr(&cpsm);
ser.from_ptr(&w);
ser.from_ptr(&h);
ser.from_ptr(&data_segment);
ser.from_ptr(&on_gpu);
ser.from_ptr(&do_gc);
ser.from_ptr(&only_on_gpu);
ser.from_ptr(&gpu_texture);
ser.from_ptr(&dest);
ser.from_pod_vector(&data);
if (ser.is_loading()) {
gpu_texture = -1;
}
}
void TextureData::serialize(Serializer& ser) {
if (ser.is_saving()) {
if (normal_texture) {
ser.save<u8>(1); // has it.
normal_texture->serialize(ser);
} else {
ser.save<u8>(0);
}
if (mt4hh_texture) {
ser.save<u8>(1); // has it.
mt4hh_texture->serialize(ser);
} else {
ser.save<u8>(0);
}
} else {
u8 has_normal = ser.load<u8>();
if (has_normal) {
normal_texture = std::make_shared<TextureRecord>();
normal_texture->serialize(ser);
normal_texture->on_gpu = false;
normal_texture->do_gc = true;
} else {
normal_texture.reset();
}
u8 has_mt4 = ser.load<u8>();
if (has_mt4) {
mt4hh_texture = std::make_shared<TextureRecord>();
mt4hh_texture->serialize(ser);
mt4hh_texture->on_gpu = false;
mt4hh_texture->do_gc = true;
} else {
mt4hh_texture.reset();
}
}
}
void TexturePool::serialize(Serializer& ser) {
m_tex_converter.serialize(ser);
if (ser.is_loading()) {
remove_garbage_textures();
unload_all_textures();
}
for (auto& tex : m_textures) {
tex.serialize(ser);
}
}
void TexturePool::unload_all_textures() {
for (auto& tex : m_textures) {
if (tex.normal_texture && tex.normal_texture->on_gpu) {
tex.normal_texture->unload_from_gpu();
}
if (tex.mt4hh_texture && tex.mt4hh_texture->on_gpu) {
tex.mt4hh_texture->unload_from_gpu();
}
}
}
void TextureRecord::unload_from_gpu() {
assert(on_gpu);
GLuint tex_id = gpu_texture;
glBindTexture(GL_TEXTURE_2D, tex_id);
glDeleteTextures(1, &tex_id);
on_gpu = false;
gpu_texture = -1;
}
std::vector<std::shared_ptr<TextureRecord>> TexturePool::convert_textures(const u8* tpage,
int mode,
const u8* memory_base,
u32 s7_ptr) {
Timer timer;
std::vector<std::shared_ptr<TextureRecord>> result;
bool dump_textures_to_file = false;
// extract the texture-page object. This is just a description of the page data.
GoalTexturePage texture_page;
memcpy(&texture_page, tpage, sizeof(GoalTexturePage));
bool has_segment[3] = {true, true, true};
u32 sizes[3] = {texture_page.segment[0].size, texture_page.segment[1].size,
texture_page.segment[2].size};
if (mode == -1) {
// I don't really understand what's going on here with the size.
// the sizes given aren't the actual sizes in memory, so if you just use that, you get the
// wrong answer. I solved this in the decompiler by using the size of the actual data, but we
// don't really have that here.
u32 size = ((sizes[0] + sizes[1] + sizes[2] + 255) / 256) * 256;
m_tex_converter.upload(memory_base + texture_page.segment[0].block_data_ptr,
texture_page.segment[0].dest, size);
} else if (mode == 2) {
// dump_textures_to_file = true;
has_segment[0] = false;
has_segment[1] = false;
u32 size = ((sizes[2] + 255) / 256) * 256;
// dest is in 4-byte vram words
m_tex_converter.upload(memory_base + texture_page.segment[2].block_data_ptr,
texture_page.segment[2].dest, size);
} else if (mode == -2) {
has_segment[2] = false;
// I don't really understand what's going on here with the size.
// the selector texture the hud page will be missing the clut unless I make this bigger.
u32 size = ((sizes[0] + sizes[1] + 2047) / 256) * 256;
m_tex_converter.upload(memory_base + texture_page.segment[0].block_data_ptr,
texture_page.segment[0].dest, size);
} else if (mode == 0) {
has_segment[1] = false;
has_segment[2] = false;
u32 size = ((sizes[0] + 255) / 256) * 256;
// dest is in 4-byte vram words
m_tex_converter.upload(memory_base + texture_page.segment[0].block_data_ptr,
texture_page.segment[0].dest, size);
} else {
// no reason to skip this, other than
lg::error("TexturePool skipping upload now with mode {}.", mode);
return {};
}
// loop over all texture in the tpage and download them.
for (int tex_idx = 0; tex_idx < texture_page.length; tex_idx++) {
GoalTexture tex;
if (texture_page.try_copy_texture_description(&tex, tex_idx, memory_base, tpage, s7_ptr)) {
// each texture may have multiple mip levels.
for (int mip_idx = 0; mip_idx < tex.num_mips; mip_idx++) {
if (has_segment[tex.segment_of_mip(mip_idx)]) {
u32 ww = tex.w >> mip_idx;
u32 hh = tex.h >> mip_idx;
u32 size_bytes = ww * hh * 4;
auto texture_record = std::make_shared<TextureRecord>();
texture_record->page_name = goal_string(texture_page.name_ptr, memory_base);
texture_record->name = goal_string(tex.name_ptr, memory_base);
texture_record->mip_level = mip_idx;
texture_record->w = ww;
texture_record->h = hh;
texture_record->data_segment = tex.segment_of_mip(mip_idx);
texture_record->data.resize(size_bytes);
texture_record->psm = tex.psm;
texture_record->cpsm = tex.clutpsm;
texture_record->dest = tex.dest[mip_idx];
m_tex_converter.download_rgba8888(texture_record->data.data(), tex.dest[mip_idx],
tex.width[mip_idx], ww, hh, tex.psm, tex.clutpsm,
tex.clut_dest, size_bytes);
u8 max_a_zero = 0;
u8 min_a_zero = 255;
u8 max_a_nonzero = 0;
u8 min_a_nonzero = 255;
for (u32 i = 0; i < ww * hh; i++) {
u8 r = texture_record->data[i * 4 + 0];
u8 g = texture_record->data[i * 4 + 1];
u8 b = texture_record->data[i * 4 + 2];
u8 a = texture_record->data[i * 4 + 3];
if (r || g || b) {
max_a_nonzero = std::max(max_a_nonzero, a);
min_a_nonzero = std::min(min_a_nonzero, a);
} else {
max_a_zero = std::max(max_a_zero, a);
min_a_zero = std::min(min_a_zero, a);
}
}
// Debug output.
if (dump_textures_to_file) {
const char* tpage_name = goal_string(texture_page.name_ptr, memory_base);
const char* tex_name = goal_string(tex.name_ptr, memory_base);
file_util::create_dir_if_needed(
file_util::get_file_path({"debug_out", "textures", tpage_name}));
file_util::write_rgba_png(
fmt::format(
file_util::get_file_path({"debug_out", "textures", tpage_name, "{}-{}-{}.png"}),
tex_idx, tex_name, mip_idx),
texture_record->data.data(), ww, hh);
}
result.push_back(std::move(texture_record));
}
}
} else {
// texture was #f, skip it.
}
}
fmt::print("upload now took {:.2f} ms\n", timer.getMs());
return result;
}
/*!
* Handle a GOAL texture-page object being uploaded to VRAM.
* The strategy:
* - upload the texture-age to a fake 4MB VRAM, like the GOAL code would have done.
* - "download" each texture in a reasonable format for the PC Port (currently RGBA8888)
* - add this to the PC pool.
*
* The textures are scrambled around in a confusing way.
*
* NOTE: the actual conversion is currently done here, but this might be too slow.
* We could store textures in the right format to begin with, or spread the conversion out over
* multiple frames.
*/
void TexturePool::handle_upload_now(const u8* tpage, int mode, const u8* memory_base, u32 s7_ptr) {
auto textures = convert_textures(tpage, mode, memory_base, s7_ptr);
for (auto& tex : textures) {
set_texture(tex->dest, tex);
}
}
/*!
* Store a texture in the pool. Location is specified like TBP.
*/
void TexturePool::set_texture(u32 location, std::shared_ptr<TextureRecord> record) {
if (record->psm == 44) {
if (m_textures.at(location).mt4hh_texture) {
if (record->do_gc && m_textures.at(location).mt4hh_texture != record) {
m_garbage_textures.push_back(std::move(m_textures[location].mt4hh_texture));
}
}
m_textures[location].mt4hh_texture = std::move(record);
} else {
if (m_textures.at(location).normal_texture) {
if (record->do_gc && m_textures.at(location).normal_texture != record) {
m_garbage_textures.push_back(std::move(m_textures[location].normal_texture));
fmt::print("replace add to garbage list {}\n", m_garbage_textures.back()->name);
}
}
m_textures[location].normal_texture = std::move(record);
}
}
/*!
* Move a texture.
*/
void TexturePool::relocate(u32 destination, u32 source, u32 format) {
auto& src = m_textures.at(source).normal_texture;
assert(src);
if (format == 44) {
m_textures.at(destination).mt4hh_texture = std::move(src);
} else {
m_textures.at(destination).normal_texture = std::move(src);
}
}
void TexturePool::draw_debug_window() {
int id = 0;
int total_vram_bytes = 0;
int total_textures = 0;
int total_displayed_textures = 0;
int total_uploaded_textures = 0;
ImGui::Text("GC %d on GPU %d", m_most_recent_gc_count, m_most_recent_gc_count_gpu);
ImGui::InputText("texture search", m_regex_input, sizeof(m_regex_input));
std::regex regex(m_regex_input[0] ? m_regex_input : ".*");
for (auto& record : m_textures) {
if (record.normal_texture) {
total_textures++;
auto& tex = *record.normal_texture;
if (std::regex_search(tex.name, regex)) {
ImGui::PushID(id++);
draw_debug_for_tex(tex.name, tex);
ImGui::PopID();
total_displayed_textures++;
}
if (tex.on_gpu) {
total_vram_bytes += tex.w * tex.h * 4; // todo, if we support other formats
total_uploaded_textures++;
}
}
if (record.mt4hh_texture) {
total_textures++;
auto& tex = *record.mt4hh_texture;
if (std::regex_search(tex.name, regex)) {
ImGui::PushID(id++);
draw_debug_for_tex(tex.name, tex);
ImGui::PopID();
total_displayed_textures++;
}
if (tex.on_gpu) {
total_vram_bytes += tex.w * tex.h * 4; // todo, if we support other formats
total_uploaded_textures++;
}
}
}
ImGui::Text("Total Textures: %d Uploaded: %d Shown: %d VRAM: %.3f MB", total_textures,
total_uploaded_textures, total_displayed_textures,
(float)total_vram_bytes / (1024 * 1024));
}
void TexturePool::draw_debug_for_tex(const std::string& name, TextureRecord& tex) {
if (tex.on_gpu) {
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.3, 0.8, 0.3, 1.0));
}
if (ImGui::TreeNode(name.c_str())) {
ImGui::Text("P: %s sz: %d x %d mip %d GPU? %d psm %d cpsm %d dest %d", tex.page_name.c_str(),
tex.w, tex.h, tex.mip_level, tex.on_gpu, tex.psm, tex.cpsm, tex.dest);
if (tex.on_gpu) {
ImGui::Image((void*)tex.gpu_texture, ImVec2(tex.w, tex.h));
} else {
if (ImGui::Button("Upload to GPU!")) {
upload_to_gpu(&tex);
}
}
ImGui::TreePop();
ImGui::Separator();
}
if (tex.on_gpu) {
ImGui::PopStyleColor();
}
}
void TexturePool::upload_to_gpu(TextureRecord* tex) {
assert(!tex->on_gpu);
GLuint tex_id;
glGenTextures(1, &tex_id);
tex->gpu_texture = tex_id;
glBindTexture(GL_TEXTURE_2D, tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->w, tex->h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
tex->data.data());
glBindTexture(GL_TEXTURE_2D, 0);
// we have to set these, imgui won't do it automatically
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex->gpu_texture);
glGenerateMipmap(GL_TEXTURE_2D);
float aniso = 0.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &aniso);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY, aniso);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
tex->on_gpu = true;
}
void TexturePool::remove_garbage_textures() {
m_most_recent_gc_count = m_garbage_textures.size();
m_most_recent_gc_count_gpu = 0;
for (auto& t : m_garbage_textures) {
if (t->on_gpu) {
m_most_recent_gc_count_gpu++;
fmt::print("GC {}\n", t->name);
t->unload_from_gpu();
}
}
m_garbage_textures.clear();
}
void TexturePool::discard(std::shared_ptr<TextureRecord> tex) {
assert(!tex->do_gc);
fmt::print("discard {}\n", tex->name);
m_garbage_textures.push_back(tex);
}
TextureRecord* TexturePool::get_random_texture() {
u32 idx = 8;
for (u32 i = 0; i < m_textures.size(); i++) {
if (m_textures.at((i + idx) % m_textures.size()).normal_texture) {
return m_textures.at((i + idx) % m_textures.size()).normal_texture.get();
}
}
return nullptr;
}